I really love your video format of testing current mechanics and calling out potential problems and workarounds for players like me who jump in and try to enjoy SC today in its current state. Thanks for all your experimentation! :)
very good Video! If have one more tipp: in Arena Commander i was killed very often because the pvp enemy shoot torpedo at very close range. I have just 1-2 sec to react an use my flairs etc. Time was to short, most flair doesnt word at this range. Shoot missle at closest range missle can shoot.
I thought the electromagnetic ones were the ones that you really wanted because they couldn’t be Fooled by decoys. These videos are very helpful. I appreciate them.
@SpaceDad42 they actually have thought about that though, that's why planets generate background noise (visible as the left number when you activate show radar signatures in options) which also influences on how farout you can see a ship .... heck even ships generate noise, the only point you're right about is that the impact currently is very minor but missiles can lose track because of that or at least impact the amount of flares you need
Could you do testing with dumbfiring the missiles? (More useful for pvp) because they can't chaff to avoid the shots. Technique is to fly close in nav mode, then switch to missile mode fast and use the bottom of the crosshair to aim the dumfire missile while moving at max afterburner speed. Fire the missile at 1km away. This technique worked before master modes. I am curious if it still works today. For a more detailed guide look at avengerones old dumbfire missile tutorial on youtube
Wooooow. No wonder I've been missing so many of my missles. Thank you again for all of the testing you're doing! Also 6:00 why is that the best thing I've ever heard in my life 😂😭
Great tips! Yeah I found higher success rate with the CS Torps when rotating around the target ship till I can see the largest side of the target ship on the MFD, ie its top or under side. Wait till target lock, within 10km then fire.
I don't even trust the audio for a lock. I wait until the targeting circle completely closes (gray circle) then I wait an additional second for the closed circle to turn red. Then fire. That seems to work 85% of the time
I find a good way to deal with the lock bug is to do target switching, sometimes shifting your relative angle to target or getting closer can work to shake it out.
I was going to mention that issue in the last video but forgot. I don't think the bug is with your missiles specifically, I think the NPC ships just spawned in and haven't activated yet. When I do bounties I wait until I see them start moving then I'll get the lock . But when on a high sfps server they activate as soon as they spawn. oops. just realised u said as much in tip 3
@@cpt_foxyloxy in the video you have your shield on. BTW : the stealth doesnt work like that. 1) if you have 2000 EM and 4000 IR.... you will be detected at 4KM (RADAR type 2 of course). 2) you can disable your shield (not necessary to unequip your shield generator LOL. But i supposed it was a joke x) 3) if you want i can share a complete checklist for improve you stealth to the maximum amount (retro thruster too ) thanks for your tips, i did not play on 3.23, waiting 4.0
Tip 4: Only fire your torps when your enemy does not have you targeted (can't see you), otherwise, the AI will be alerted to you and either be able to shoot down your torps, or will move toward you at full speed and not be stationary, making them able to dodge. Whatever the case it is, it drastically lowers your hit rate if they see you. This is of course more important in a Retaliator due to less stealth, the ERT detection range can be approximately 10-11km, so launch your torps at around 13km. Eclipse of course lets you get closer.
So TIp 1 - we are waiting for broken audio queues that often don't play to determine if we can actually lock and track a target to hit? That is not only something they need to fix in the UI and targeting, but also audio. That lock should be communicated VISUALLY not just audio. The audio glitches out like crazy and even if it worked should not be relied up in the heat of battle. It should just be an added nice thing to hear. Good tips though, thanks for testing and helping us learn to navigate the brokenness and jank.
well I mean tip 1 is to combat an actual bug with the visual missile indicators. As they display locked regardless of actually locking. I rather preferred the old lock indicator.
Graphics now for HUD icons are absolutely terrible. Torps can be quick and fast way to end bounties but that loop quickly becomes repetitive and rather dull experience. Of course not helped by the mindless MM and constant switching in and out.
You are not wrong in that perspective, but it is always good to know the best way to use a size-9 so when situation warrants it, you can be sure to bring some heavy hits
Any tips on getting past the AI gunners. My torpedoes are always tracking their target, but constantly get shot down. Even the starfarer is taking them out. Both eclipse and Retaliator.
I've seen several videos including this one where you disengage by going fast and using Nav mode. But in some of the previous videos you purposely tried to draw them towards you and get them to use Nav mode to drop their shields. Do you have a guide on this? Every time I run away, they don't chase me in nav mode, so I never see them drop their shields.
This sometimes depends on the servers. Generally you charge in get targeted and fly out in full speed while keep an eye on your MFD for the targeted ships, keep a distance about 10k to 15k, depends on the enemy ship, if you go too far slow down a bit, if they catch up with you fly faster, a lot of times, you will see they drop shield on your MFD.
The missiles and torpedoes got more range in this patch. I think you don’t get the computer lock confirmation when you’re inside the missiles range but outside the targets signature you lock on. In other words, you may lock on to the target because it is in missile lock range but if you're outside the IR, CS or EM sig(depending on the type of missile you use), it won't track anything. What would be a good test is locking on a target, keep the lock and gradually get closer and see if the ship computer gives you the hard lock and then fire. The problem is that, if it works this way, CIG failed to update the community about it.
@@cpt_foxyloxy okay nice. It was just an assumption, thanks for testing it. The missiles should lock on their designated signature type and distance, not the max lock range Time for another video then 😆 BTW, my in game handle is LordTriggerFinger
Is the nomad missle mode broken? I tried SC during free fly, and ended up purchasing the nomad pledge. During free fly on all the ships i tested missles worked fine, and middle mouse would cycle into missle mode, but it doesn't seem to do this for the nomad. I mean, I'm new so I could be fundamentally missing something but I don't see what...
2:26 How can I enable the cam to follow the missiles / torps? A friend told me ti bind "Enable Cinematic Camera" (Hold) or (Toggle) under "Vehicles - Missiles" to do this but no matter on which key or device I bind this key it doesent work ... did i do something wrong or did i bind the wrong setting?
Pedantic, but I got to say it. It's not the Sun, It's Stanton. Sun (aka Sol) is the name of the star is our Solar system. In the Stanton system, the name of the star is Stanton.
Use Typhoon-9: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-wfUEj9CR1tE.html Missiles: Size1 Use Taskforce I, Size 2 Use Rattler for short range or EM missile - Dominator, Size3 Use Thunderbolts
Absolut tips for missiles gameplay : use TRACK IR (for free with Opentrack) Watching people pointing the nose, in front of the ennemy without using the Helmet Mounted Display (HMD) in Stat Citizen is something hard to see. This is like delete a features
missile/torpedos and their new UI effects are so bad right now.. i realy dont like the target locking animation, its way too creative and movie effect like.. give me something thats fast and easy to understand, not distracting and working 100% of the time... same goes for the missile warning icon, way too big and distracting.. and that these weapons actually work should be priority over fancy effects...
Yeah, the new animation, especially while being bugged is a bit much. Just a very simple 'redbox' indicator that maybe shows up gray and turns red ( or slight variations depending on ship manufacturer) would get the job done in communicating a missile lock. Moreover, the animation should communicate with the server, like the voice prompt does in order to ensure the lock is genuine. Tbh I think it's fine to not really have incoming missile indicators and to just have the IR/EM/CS hostile missile symbol on screen or maybe just add "incoming missile" to those symbols. No need for the rotating red triangles of doom. Maybe for torpedoes ONLY it should be fine to have a warning indicator (though maybe a little less flashy), as for most ships a torpedo is going to be far more concerning than S1-4 missiles anyway, and being slow and able to be shot down it can allow pilots to differentiate between torpedoes and missiles in flight to shoot down torps that may be heading toward a friendly large/cap ship, or toward your own ship if you're on the target vessel.
You didn’t demo the missile NOT hitting due to the sun. I seriously doubt the devs have programmed such a thing. That would be very difficult to do. I just don’t think they have the talent to do that or have even considered it.
I didn't, I tried a few times, and it is not that consistent, so I wonder if CIG really implemented this or not, not many viewers do have this experience.
@@cpt_foxyloxy it’s supposed to be a kind of a coin flip if the missile goes after the sun or the target. Depends on the intensity of the IR signature of the ship. Everything is physicalized in SC, wouldn’t be surprised if the Stantons IR signature, depending on distance and angle is one of the many variables